Author Topic: Weapon impact decal test builds  (Read 864 times)

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Offline m!m

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Re: Weapon impact decal test builds
Good point. I'll add support for specifying if the animation should be looping or not.

 

Offline Spoon

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Re: Weapon impact decal test builds
Good point. I'll add support for specifying if the animation should be looping or not.
  :yes:
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Offline DahBlount

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Re: Weapon impact decal test builds
That's good! I can blame the Windows driver since the hardware obviously supports it if Intel works :p
Probably because they're using the default WHQL driver. Intel users playing FSO should probably try to get their drivers from the intel website itself as those always have a bigger feature set than the WHQL drivers.
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Offline m!m

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Re: Weapon impact decal test builds
I don't know how the Intel driver situation is on Windows but the screenshots by tomimaki look like there is something going wrong with the shaders so I guess that even the non-WHQL drivers won't work properly.

The builds in the first post have been updated and should support specifying whether the animation should loop or not. I have added documentation for that option to the first post.

 
Re: Weapon impact decal test builds
I tried driver from Intel website but no change.

 

Offline m!m

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Re: Weapon impact decal test builds
I rebased the decal changes onto the latest master and the builds in the first post have been updated. I tried getting the decals to work with nebula environments but unfortunately I have not found a good solution for this which does not require extensive changes to the FSO rendering engine. For this reason, I chose to disable decal rendering when the mission is in a nebula. Obviously that is not the best solution but it is better than delaying this feature until I find a better solution for handling decals in nebulas.

I will open a pull request with these changes shortly so if you want something changed then now would be a good time to let me know :p

 

Offline jr2

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Re: Weapon impact decal test builds
Do slash beams leave glowing decals behind their path now?  ;7

 

Offline m!m

  • 210
Re: Weapon impact decal test builds
No, I haven't changed anything from the last test builds and beams are going to be pretty annoying to implement so it will probably take some time until you can have decals from beams.